Pathfinder Player Companion: Pirates of the Inner Sea (PFRPG)

For thousands of years, pirates have captured
the imagination, their rough-and-tumble lives
filled with a boundless lust for blood, gold, and
glory. Being a pirate is the ultimate freedom—freedom to take what you want and never apologize.
Whether from the decks of massive slave galleons or
beneath the sails of swift ships, pirates hunt the seas, singing
chanteys and hoisting the Jolly Roger as they seek out the next
unsuspecting merchant. They are the wolves of the sea, and their
hunger can never be sated.

Whether you want to abandon the life of a landlubber to join a pirate crew,
hunt down their murderous ships in the name of justice, or simply follow
a mysterious map to buried treasure, Pirates of the Inner Sea has everything
you need to know about piracy on Golarion, all of it one hundred percent
player-friendly and ready to guide you on your journey.

Inside this book, you’ll find:

In-depth overviews of six major pirate organizations in the Inner Sea
region, including the government-backed privateers of Andoran, the
slavers of Okeno, the high-seas buccaneers of Riddleport and the
Shackles, and the quick-moving brigands of the River Kingdoms.
Each entry details the pirates’ history, notable captains, activities
and hideouts, preferred ships, and more.

Pages of new pirate weapons and equipment, from hook hands, cutlasses, and tar bombs to
peg legs, treasure chests, and grog.

New pirate archetypes for several different classes, including the buccaneer bard, the freebooter fighter, the
corsair ranger, and the smuggler rogue.

The Inner Sea pirate prestige class.

A detailed look at the faith of Besmara the Pirate Queen, goddess of all those who make their living
spilling blood on the water.

New pirate-themed spells for casters of numerous types and faiths.

New character traits to help you customize your pirate character mechanically as well as thematically.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and Pathfinder
campaign setting, but can easily be used in any fantasy game setting. In addition, it is particularly useful for
players of the Skull & Shackles Adventure Path.

Written by Amber E. Scott

Each bimonthly 32-page Pathfinder Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters, as well as traits to better anchor the player to the campaign.

I am pleased that Paizo continues to produce supporting flavor materials for folks to pick up. This particular flavor isn't one I care for, but the variety, the willingness to experiment is something I strongly support.

Thank you, Paizo, for making a product I don't care about, because I know the odds are that much higher you will make many about which I do.

I am pleased that Paizo continues to produce supporting flavor materials for folks to pick up. This particular flavor isn't one I care for, but the variety, the willingness to experiment is something I strongly support.

Thank you, Paizo, for making a product I don't care about, because I know the odds are that much higher you will make many about which I do.

Rules for naval conflicts are more in the category of GM tools than Player tools, and as such don't really have a place in a Player's Companion.

There's rules for naval conflicts in the GameMastery Guide, and a much expanded chapter on vehicle rules in Ultimate Combat. There'll be more rules (likely something between those two options) in one of the volumes of the Skull & Shackles AP, I suspect.

And I agree with dartnet: do you have a cadre of telepaths at the ready to scour our brains? So much ideas that pop up in Pathfinder: eerie!

Parallel design. It's a real thing, and it can be really creepy and weird. I saw it a LOT in Dungeon Magazine's slush pile—you'd get like six similar adventure proposals in a week, for example... and not just generic. For example, we once got several adventure proposals about a bug-like race from the ancient past invading a small town to abduct the denizens of the town as "spare parts" for their own bodies that they then used, Borg-style, to gain powers to attack nearby towns. The details varied, but the plot was the same, from all over the world.

Sometimes it only takes a popular movie or book or current event to trigger a bunch of similar game design ideas. Other times the natural flow of what types of products a company releases encourages specific design choices. And sometimes, I do think there's some sort of hivemind out there writing adventures...

And I agree with dartnet: do you have a cadre of telepaths at the ready to scour our brains? So much ideas that pop up in Pathfinder: eerie!

Parallel design. It's a real thing, and it can be really creepy and weird. I saw it a LOT in Dungeon Magazine's slush pile—you'd get like six similar adventure proposals in a week, for example... and not just generic. For example, we once got several adventure proposals about a bug-like race from the ancient past invading a small town to abduct the denizens of the town as "spare parts" for their own bodies that they then used, Borg-style, to gain powers to attack nearby towns. The details varied, but the plot was the same, from all over the world.

Sometimes it only takes a popular movie or book or current event to trigger a bunch of similar game design ideas. Other times the natural flow of what types of products a company releases encourages specific design choices. And sometimes, I do think there's some sort of hivemind out there writing adventures...

At least it is less then a month away before this one comes out unless the release date gets changed...I shouldn't have said that.

This book's been at the printer for a bit. Only thing now that could really change the release date would be an unplanned hangup at customs... or if the boat it's being shipped to us on sinks... or if the truck that's bringing that shipment to our warehouse explodes... or Cthulhu steps on Paizo...